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Is there a way for to make an talking activator force an conversation?


CinnamonMods

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An "activator" has a "trigger boundary" under the "NavMesh Generation Import Option". A "talking activator" is an object such as a radio or intercom with properties related to the conversation, and can be found, created and edited from the Objects window under Actors.

 

The following threads may also be helpful:

* "How to have a talking activator anywhere"

* "Make an npc talk through an intercom"

* "Activator Notes"

* "TUTORIAL- How to Create A New Radio Station"

* "Get reference of currently interacting NPC"

 

-Dubious-

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The thing to remember with activators , is they are just extensions of actors if you want them to be.

Hence Actor speaks for the activator , or vice versa how ever you want to think about it ... but the topic will be found under the actor.

So you set up an actor to force a converstion through the talking activator. The talking activator just being the local and focal point of the player dialogue Zoom in.

The confusing part being that a talking activator can replace an actor also ... and heck , you can make lines be spoken as if a ghost is talking with no point source.

 

~Twighlight zone theme~

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Thanks for the additional info. Added "TIP Talking Activators" under the "Dialogue and Lipsynch" section of the wiki "Getting started creating mods using GECK" article.

 

-Dubious-

Don't placate me ... you know damn well it is this ...

 

https://www.youtube.com/watch?v=xOrgLj9lOwk&t=5s

 

The holy hangrenade

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